a multiplayer game of parenting and civilization building
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With regards to parenting, civilization building , and society
1) Parenting is moot because 95 percent of lives are 'old souls' - are likely stuck with same playstyle - whatever it may be (griefer, hero, techie, farmer/maintenance, RP)
2) Number of players are static - unlike a real population - and currently limited to 15 players per family - tribalism forever
3) life is cheap here, even cheaper than a life in parts of the world with worst living conditions
4) necessarily, sickos who take joy in causing chaos and despair will be disproportionately higher in a video game
5) there is no reason to spread out since space don't matter with regards to habitation - no one needs to sleep, no one needs privacy, 50 people can stack on a fire and no one cares. I would totally freak the hell out if even 5 people cramp up in a one metre square space
6) No reason to build structures since no privacy needed, no need to protect from dangerous weather , no one falls I'll by being exposed to the elements.
More problems please, leave suggestions out the door thank you.
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Its a videogame first and foremost. It will always be one. You can't expect it to be anything close to a simulation of real life.
The interesting part of the project, to me at least, is the goals that people create for themselves and the sense of working together to create a lasting thing, even while knowing you will fail. Some players agree with me and we have a good hour. Others don't. Shit happens.
Last edited by TofuInjection (2019-06-06 04:22:03)
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Interesting post.
Danish Clinch.
Longtime tutorial player.
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Its a videogame first and foremost. It will always be one. You can't expect it to be anything close to a simulation of real life.
The interesting part of the project, to me at least, is the goals that people create for themselves and the sense of working together to create a lasting thing, even while knowing you will fail. Some players agree with me and we have a good hour. Others don't. Shit happens.
Yeah, I posted this because I think some of us ( including yours truly) tend to fall into the trap of trying to make an idea in relation to reality. Jason looks to be edging close to that with some thinking he has already fallen into it. So that's why I make this post.
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People's sense of fun is different in a game vs. real life.
Shooting people with guns is fun in games.
Shooting people with guns is not fun in real life (at least, I presume).
In games, people just wanna have fun~
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What if you had to be inside of a room with people to "hear" (see) what they say inside of the room. This would make "secrets" possible.
I was also thinking about combination locks where you could pass on the ability to open a door by simply telling people what the phrase was... and when you use that phrase you type it like a command /openseasme and you could open the combination lock.
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omnem cibum costis
tantum baca, non facies opus
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Games and the Internet also have a fundamental degree of anonymity.
Due to the anonymous nature of online interactions, people are comfortable saying and doing stuff they wouldn't ordinarily do in real life.
It's a benefit in terms of free speech, but a detriment with regards to cyber-bullying/racism/other nasty stuff.
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People's sense of fun is different in a game vs. real life.
Shooting people with guns is fun in games.
Shooting people with guns is not fun in real life (at least, I presume).
In games, people just wanna have fun~
So true.
All girls just wanna have fuuunn ~ ( or in our case all eves just wanna have fun) someone need to make a griefing eve video with Cyndi Lauper song
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TofuInjection wrote:Its a videogame first and foremost. It will always be one. You can't expect it to be anything close to a simulation of real life.
The interesting part of the project, to me at least, is the goals that people create for themselves and the sense of working together to create a lasting thing, even while knowing you will fail. Some players agree with me and we have a good hour. Others don't. Shit happens.
Yeah, I posted this because I think some of us ( including yours truly) tend to fall into the trap of trying to make an idea in relation to reality. Jason looks to be edging close to that with some thinking he has already fallen into it. So that's why I make this post.
It is a concern to me as well. Some of the recent updates seem heavily influenced on making OHOL a sort of "life/civilization simulator". But it isn't. It's a game. It's (at least to my mind) meant to be a cooperative game. I'd much rather see updates that build on that foundation.
Last edited by TofuInjection (2019-06-06 05:34:44)
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RodneyC86 wrote:TofuInjection wrote:Its a videogame first and foremost. It will always be one. You can't expect it to be anything close to a simulation of real life.
The interesting part of the project, to me at least, is the goals that people create for themselves and the sense of working together to create a lasting thing, even while knowing you will fail. Some players agree with me and we have a good hour. Others don't. Shit happens.
Yeah, I posted this because I think some of us ( including yours truly) tend to fall into the trap of trying to make an idea in relation to reality. Jason looks to be edging close to that with some thinking he has already fallen into it. So that's why I make this post.
It is a concern to me as well. Some of the recent updates seem heavily influenced on making OHOL a sort of "life/civilization simulator". But it isn't. It's a game. It's (at least to my mind) meant to be a cooperative game. I'd much rather see updates that build on that foundation.
Yeah man, like a much larger tech tree that goes vertical.
Jason showcased a killer robot in his trailer. At the rate we are putzing around with these controversial social experiments we will never get there
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Yeah man, like a much larger tech tree that goes vertical.
Jason showcased a killer robot in his trailer. At the rate we are putzing around with these controversial social experiments we will never get there
I said the same in another thread. The trailer shows a model of a dev keeping ahead of the player base by expanding the tech tree. I completely understand that thats not a sustainable goal, and by my reckoning, OHOL has turned out to be nothing short of fascinating, so I don't want this to be seen as bitching; If I never play this game again I've got my money's worth and I plan to play a whole lot more.
I would really love to see some updates that bring the tree farther though. Maybe it's just a syptom of when I started playing, but the first major update was the fences, and things from there didn't sit well.
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What if only one person could fit in a tile?
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In regards to population i wouldn't compare to reality.
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What if only one person could fit in a tile?
Griefable by blocking, I think.
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BladeWoods wrote:What if only one person could fit in a tile?
Griefable by blocking, I think.
Yeah but still would be interesting
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What if only one person could fit in a tile?
Good times in another life, not what I want here.
That said, I'd still get lulz if I saw someone doing this in OHOL.
Even if I was trying to play THE GAME.
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Its a very little things, read for only your reference.
2) Number of players are static - unlike a real population - and currently limited to 15 players per family - tribalism forever
is not true.
1. There is no limit of players in family. Just using average. Families can contains players like, (43 people, 1 person, 1 person, for 3 families).
2. Following commit is unreleased.
https://github.com/jasonrohrer/OneLife/ … bf693ca4f1
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